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vital exe resources


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#1 proanim   Members   -  Reputation: 437

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Posted 18 January 2014 - 06:06 PM

I am looking for a way to load shaders for exe when using directx, but now since I directx has its own functions for loading this stuff i don't think putting them in exe as resource files will work. I want this so I can distribute my program as stand-alone application without need of installation. Is there a way to do this? or am I required to give this stuff with the exe?



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#2 SeanMiddleditch   Members   -  Reputation: 3863

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Posted 18 January 2014 - 11:11 PM

I am looking for a way to load shaders for exe when using directx, but now since I directx has its own functions for loading this stuff i don't think putting them in exe as resource files will work. I want this so I can distribute my program as stand-alone application without need of installation. Is there a way to do this? or am I required to give this stuff with the exe?

 

What do you think won't work with this?  You just need to distribute the _compiled_ shaders (created with fxc) instead of raw sources.



#3 Bacterius   Crossbones+   -  Reputation: 8157

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Posted 19 January 2014 - 01:11 AM

 

I am looking for a way to load shaders for exe when using directx, but now since I directx has its own functions for loading this stuff i don't think putting them in exe as resource files will work. I want this so I can distribute my program as stand-alone application without need of installation. Is there a way to do this? or am I required to give this stuff with the exe?

 

What do you think won't work with this?  You just need to distribute the _compiled_ shaders (created with fxc) instead of raw sources.

 

 

There's no problem with embedding raw shader source code as resources too, though you might prefer not to because of longer loading times (or obfuscation).


The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#4 ApochPiQ   Moderators   -  Reputation: 14281

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Posted 19 January 2014 - 02:45 AM

Begin with FindResource, hand off the result to LoadResource, and then invoke LockResource to get a pointer to the data. You can then hand that same pointer to your graphics API of choice to load the shader resource, either as raw source or as a compiled binary form.




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